User:Biggestsonicfan/Sandbox/Sonic Championship (Rework)/Debug Mode
This is a sub-page of User:Biggestsonicfan/Sandbox/Sonic Championship (Rework).
The AM2 fighting game engine which began its life with Virtua Fighter 2, evolved into Fighting Vipers, and finally ended with Sonic Championship. Because these three games share the same engine, the debug mode functions between the games are similar and may contain content used in other games, but not this game specifically. Below are all the documented debugging features found within Sonic Championship.
- 1 Activation
- 2 Dip Switches
- 3 Dip 1 Displayed Information
- 4 CONTROL_TEST
- 5 Navigation
- 6 EXIT
- 7 ROB0_INFO/ROB1_INFO
- 8 CPU_TIME
- 9 EN_COMMAND
- 10 GAME_PARA
- 11 DOWN_EFC_SPD
- 12 PARAMETER_SET
- 13 ROB0_PARAMETER/ROB1_PARAMETER
- 14 DEBUG_UNIT0/DEBUG_UNIT1
- 15 COLI BALL0 R/COLI BALL1 R
- 16 COLI POS0/ COLI POS1
- 17 COPRO RAM HEX
- 18 COPRO RAM FLO
- 19 CELL DISP
- 20 PARTS0_INFO\PARTS1_INFO
- 21 CAMERA
- 22 CAMERA_INFO
- 23 POLYGON_TEST
- 24 PARTS TEST
- 25 COLOR TEST
- 26 OBJECT TEST
- 27 SCROLL TEST 2
- 28 BGM TEST
- 29 BREAK POINT
- 30 COIN SETTING
- 31 OSAGE|
- 32 SKY EYE
- 33 MATERIAL
- 34 PUNCH
- 35 DEBUG|
- 36 Unrefrenced Debug Functions
There are a series of inputs required to activate debug mode. While holding down the service swtich enter the following inputs on the Player 1 side of the controls: RIGHT, RIGHT, PUNCH, LEFT, RIGHT, PUNCH, KICK, RIGHT, RIGHT, UP, PUNCH. There will be no confirmation the code has been entered correctly, but this enables debug functions. To enable the debug menu itself after this code is entered, hold P2's BARRIER button and press P2 START. This will freeze the game and holding P2 START will bring the menu itself up.
|Dip Switch 1 ON with debug mode active||Dip Switch 7 ON with debug mode active|
Dip 1 Displayed Information
Debug Mode Functions
Displayed in the upper left corner of the screen. Can be blank.
- Stf-debug-dip1-debug mode.png
Indicates that gameplay is frozen, and the debug menu is now accessable via P2 START
- Stf-debug-dip1-control test.png
Control Test mode
- Stf-debug-dip1-motion set.png
Motion Set mode
- Stf-debug-dip1-camera position 2.png
Camera Position 2 Mode
Currently Loaded Texture Bank
Displayed in the top right corner of the screen.
|[blank]||Nothing is displayed|
|debug_mode||Indicates that gameplay is frozen, and the debug menu is now accessable via P2 START|
Processor and Co-Processor
Displayed in the upper-mid right of the screen. Can be blank.
- Main Processor Information
|CTRL_TIMER||Row A, Column 2|
|GAME_TIMER||Row B, Column 2|
|CPU_POWER||Row C, Column 2|
|CPU_WORST||Row C, Column 2|
|CPU_FAIL||Row C, Column 2|
|POLYGON||Row C, Column 2|
|WORKING_RATE||Row C, Column 2|
- Graphics Processor
|POLYGON||The number of polygons rendered in the current frame|
Displayed in the lower left of the screen
|Game Mode||Name of the mode the game is currently in||WARNING_DSP is the warning screen||ADV_DSP is the attract/advertise mode||SEL_DSP is the character select screen|
|Game Sub-Mode||Name of the mode currently running within in the above mode||ADV_FBI_PIC_DSP displays the FBI logo||ADV_SEGA_PIC_DSP displays the SEGA logo||ADV_MOVIE_DSP displays the attract cutcene|
|This is what the Control Test mode looks like||Control Test can be used at any time, even during cutscenes|
Control test mode can be activated after the debug mode code has been entered, but before the inputs to activate the debug menu are entered. Control test mode can not be activated while the debug menu is active. That said however, debug mode can be reactivated by holding P2 BARRIER and pressing P2 START while in control test mode.
To enter the control test after the debug code has been entered, press the test switch. The button that normally takes you to the test menu has now put you in control test mode. To exit control test mode, press the test switch again and the game will restart. If you wish to use debugging functions again after this, you must reenter the the debug code inputs.
The main menu can be navigated by holding P2 START and P1's UP/DOWN. To access a debug menu's submenu, press P1 START over the option you wish to select. Once in a submenu you no longer need to hold P2 START.
Once in a submenu the conrols to navigate are as follows:
- P1 Start: Advances the game by a single frame.
- P1 Up/Down: Navigates the currently selected options vertically.
- P1 Punch: Moves the currently selected option choice to the left (-1).
- P1 Kick: Moves the currently selected option choice to the right (+1).
- P1 Barrier: When held and used with P1 Punch or P1 Kick, it rapidly moves the options left or right (-/+).
- P2 Start: Brings up the main debug menu. Multiple submenus can be brought up on the screen using this.
- P2 Punch: When held and used with the P1 Joystick, it can be used to move the currently active submenu around the screen.
- P2 Kick: This results of this button vary depending on the submenu you are currently in.
- P2 Barrier: Exits the submenu. If multiple submenus are open, it exits the topmost submenu.
If a submenu has specific controls, they will be noted in the submenu sections below.
Does what it says on the tin. Exits the debug menu.
Note: When you exit the debug menu, you can try to reaccess the debug menu by holding P2's BARRIER button and pressing P2 START, however, you will not be able to use any sub menus in the debug menu until the next power-off/power-on of the game. A reboot via the test menu, the control test, or an emulator soft/hard reboot will not fix this. This is most likely because the pointer for which sub menu to enter (in this case EXIT) is stuck without being reset each time the debug menu is activated. So any submenu you select will result in exiting the debug menu.
The ROB0_INFO and ROB1_INFO shows information regarding Player 1 and Player 2's data respectively.
|Menu Item||Description||Affect on the Game|
|Row A, Column 1||Row A, Column 2||Row A, Column 3|
|Row B, Column 1||Row B, Column 2||Row B, Column 3|
|Row C, Column 1||Row C, Column 2||Row C, Column 3|
COLI BALL0 R/COLI BALL1 R
COLI POS0/ COLI POS1
COPRO RAM HEX
COPRO RAM FLO
SCROLL TEST 2
Unrefrenced Debug Functions
- Alternate ROB0_INFO
- Alternate COIN SETTING
- SCALE INFO
- Alternate BGM TEST
- Alternate OBJECT TEST
- Alternate POLYGON TEST
- Unknown Parameter Check